uniform vec4 _ZBufferParams; uniform sampler2D _CameraNormalsTexture; uniform sampler2D _CameraDepthTexture; void main () { vec2 tmpvar_1; tmpvar_1 = gl_TexCoord[0].xy; vec4 n_2; vec4 tmpvar_3; tmpvar_3 = texture2D (_CameraNormalsTexture, tmpvar_1); n_2.w = tmpvar_3.w; float tmpvar_4; tmpvar_4 = (1.0/(((_ZBufferParams.x * texture2D (_CameraDepthTexture, tmpvar_1).x) + _ZBufferParams.y))); n_2.xyz = ((tmpvar_3.xyz * 2.0) - 1.0); n_2.z = -(n_2.z); vec4 tmpvar_5; if ((tmpvar_4 < 0.999985)) { vec4 enc_6; enc_6.xy = ((((n_2.xy / (n_2.z + 1.0)) / 1.7777) * 0.5) + 0.5); vec2 enc_7; vec2 tmpvar_8; tmpvar_8 = fract((vec2(1.0, 255.0) * tmpvar_4)); enc_7.y = tmpvar_8.y; enc_7.x = (tmpvar_8.x - (tmpvar_8.y * 0.00392157)); enc_6.zw = enc_7; tmpvar_5 = enc_6; } else { tmpvar_5 = vec4(0.5, 0.5, 1.0, 1.0); }; gl_FragData[0] = tmpvar_5; }